Category Archives: Craft & Skills

Found Story

If you’ve played video games at all since 2007, you’ve likely encountered a storytelling innovation introduced by the original Bioshock (note: I don’t know for certain that they are the ones that introduced this technique, but it was the first time I encountered it and the first time I saw it widely discussed).

Bioshock is set in the ruined underwater city of Rapture, once a paradise of pure, unregulated innovation. While it appears abandoned as your character approaches in his submersible, it is anything but. The inhabitants have all gone violently insane, the end result of too much tampering with their own genomes. Your character has been summoned by a mysterious note, and you arrive knowing nothing about the city or its history. But explore around a little, and you’ll find something that binds all the residents of Rapture together beyond their damaged minds. They all just loved recording audio diaries and leaving them lying around where anyone (read: you) can find and listen.

This is cleverly done for a few reasons. First is that Rapture has quite a fascinating and convoluted history from its idealistic founding to its inevitable decline. But there’s *almost* no one left who can tell you straight up what happened, and you might not trust them if they did. By scattering critical bits of information in areas where the player must pass to progress, the player is gradually filled in on the backstory in a drip-feed of exposition and character revelation. Plus, for those who absolutely must find all of Rapture’s dark little secrets, there are plenty of nonessential audio diaries to find if you poke into every nook and cranny the city has to offer.

To say this storytelling innovation was popular among game developers would be a massive understatement. Scarcely any game with meaningful effort put into story doesn’t have them these days. But while playing the recent downloadable content expansion for Horizon: Zero Dawn, navigating the ruins of past human civilization (the game is set in a post-apocalyptic far future), I encountered a little short story in audio log form. Over the course of several logs you discover while exploring the derelict dam, this story concerned two coworkers who became friends in the face of the layoff of all their peers and their replacement by robots (the rise of automation and robotics in humanity’s distant past is a major theme of the game, but seldom is it expressed so succinctly and so effectively as in this sequence of short audio logs). As the logs progress, the two friends are forced to train the robots that will eventually replace them. They form a (terrible) two-woman band, recording songs while pranking their robotic coworkers, all the while knowing they are working on borrowed time. With impressive poignancy, their last days on the job wind down, and after one last night on the town, they both go their separate ways into an uncertain (only the player knows how uncertain) future.

There are several lessons for the writer wrapped up in this. What can I say? I apparently love lists.

  1. Stripped-down, short side stories nested within larger stories can be effective ways at distilling the theme you are trying to convey.
  2. Sweat the details. The details matter. Look how much effort the writers put into this game. All this takes place in a downloadable expansion (read: optional) side-quest (also optional) in which the player can (optionally) hunt down and listen to these audio logs. And guess what? Horizon: Zero Dawn is a phenomenal game top to bottom. As my favorite football coach likes to say: “Take care of the little things and the big things take care of themselves.”
  3. And, in keeping with the month’s theme, think outside the box when crafting your stories.

 

 

About the Author: Gregory D. Littleheadshot

Rocket scientist by day, fantasy and science fiction author by night, Gregory D. Little began his writing career in high school when he and his friend wrote Star Wars fanfic before it was cool, passing a notebook around between (all right, during) classes. His novels Unwilling Souls and Ungrateful God are available now from ebook retailers and trade paperback through Amazon.com. His short fiction can be found in The Colored Lens, A Game of Horns: A Red Unicorn Anthology, Dragon Writers: An Anthology, and the upcoming Undercurrents: An Anthology of What Lies Beneath. He lives with his wife and their yellow lab.

You can reach him at his website (www.gregorydlittle.com), his Twitter handle (@litgreg) or at his Author Page on Facebook.

 

Flash Fiction-It’s Not About Barry Allen

I’ve always admired people who can write short stories. Packing everything needed for a good narrative into less than 10k words is a skill that I struggle with. Besides some success I’ve had with horror short stories, short fiction is not my forte. Plus, I always want to put a silly surprise at the end, which a lot of editors don’t love.

Last year I went to a conference and heard a couple of people talk about Flash Fiction.

Flash Fiction is a story in 1,000 words or less.

Yes, you read that correctly, 1,000 words or less.

During a session at the conference, the presenter gave us some randomly generated story parts (character, setting, genre) and then gave us twenty or so minutes to write a flash fiction story about it.

Can I just say that I loved it? It was liberating staring at a blank page, typing my “parts” at the top, and then trying to put them into a cohesive story that would only last 1,000 words.

I don’t usually struggle with commitment, but I tell you what, these little things are commitment free, and highly addictive. I was hooked after one, wrote a horror flash fiction for an anthology the next day, and then decided I would adopt the platform of Flash Fiction on my website.

Now I kind of stole the randomly-ish generated theme, genre, character…idea from the presenter. I came up with my own five categories, and filled them up. I then dig into my husband’s D&D dice bag and I see what fate has in store for me this week.

Voila, Flash Fiction Friday!

The great thing about it, is things have to connect, but not everything has to be explained. You don’t have time to go into a great deal of background, so to say the character is an angry mobster bent on revenge is enough. And the narrative is so short that it almost has to be a snap shot—a moment where something changes. Or when something should change, but it doesn’t. Get in, tell the story and get out all in less than two pages, single spaced in Word.

If you’re interested in writing, try it. If you’re having trouble with writer’s block, try it. If you’re looking for something new, try it. It’s like a cookie verses an entire cake. Take a bite and walk away.

Make me care – the two sides of Bioware storytelling

I am an avid gamer, as many folks are. Over the years I’ve come to focus primarily on strategy games and role playing games, with the draw of both being the story that unfolds out as you play.

This is especially true for the role playing games produced over the years by Bioware. Bioware has a knack for combining winning gaming systems with engrossing stories that has kept me involved in their products for more than twenty years now.

For the purposes of this post, I’d like to highlight two of their most famous game series and how the writing for those series helped me become a better writer myself. Ironically the big lesson for me lay in studying why Mass Effect, one of my favorite games of all time, failed to get me emotionally engaged with the main character.  

Mass Effect is the story of Command Shepard, a player-created character who embarks on a mission to save the galaxy from the oncoming threat of the deadly Reapers. The story spans three games, each of which can take hundreds of hours to play through completely. Mass Effects world building is peerless in its industry, and to this day it is my favorite science fiction universe created in the past twenty years. From one corner of its galaxy to the other, the mythos and lore of Mass Effect pulled me in deep.

Yet as connected as I was to the world, I could never connect with Commander Shepard himself (or herself, as I did a second playthrough with a female Shepard). It took me a while to work out why this was, but over time I realized it was a lack of personal stakes for the main character of the story.

Shepard walks through the three Mass Effect games almost as a blank space with the whole world being colored around him. Shepard himself has no family, no background beyond a cursory few paragraphs and no real motivations beyond what the player might give him in their own head canon.

The game is more about the rich worlds Shepard visits and the amazing companions he meets along the way. Over the course of the games characters like Garrus, Liara and Mordin grew into friends to me and what happened to them became important. They grow and change, each going on story arcs that are deep and very impactful. Yet Shepard doesn’t change at all. He’s the same guy at the end of game three as he was at the end of game one. I guess this is why, while I love the Mass Effect series, the main character always left me cold. It was like watching a movie where they forgot to put in the main character.

For the most part, this is the modern Bioware model. The main character is a cipher by design to allow for player insertion. The plot and side characters flow around the MC, and while the player gets to impact the world in a very meaningful way, the game isn’t *about* him or her.

Bioware made an exception to this is the second game in the Dragon Age series, and this deviation is one of the main reasons this game is so divisive among the fanbase. Unlike all three Mass Effect games and the other two Dragon Age games, Dragon Age 2 is very much about its main character Hawke.

Right from the first scene we are given Hawke’s family, fleeing in terror from a horde of monsters destroying their home country. We meet his mother and siblings. Early in the story one of the siblings is killed and the rest of the family is reduced to refugees, begging for work in the streets of their new home of Kirkwall.

Through the course of Dragon Age 2, many of the standard Bioware tropes are still on display. Characters with deep and rich backstories come to your side, and Kirkwall gains depth as a setting as the game goes on.  The plight of Hawke and his family never leaves center stage though. Hawke’s fortunes change for both better and worse through the story, and at the end of the tale he is a significantly different character than who he was at the beginning.

I connected deeply with Dragon Age 2’s Hawke in a way I never did with Shepard in the Mass Effect games. The story was about him, rather than just how he impacted the story. Hawke had personal stakes – he wasn’t just a hero trying to save people because that’s what heroes do. He had family in the thick of things, and he had to sacrifice and change as a character in order to try and save them.

The difference between Hawke and Shepard is subtle but important to me, and it’s one I’ve tried to remember as I am writing my own stories. I try to give my heroes personal skin in the game, to make them more than just ‘good guys’ who rode into town to right wrongs but to have something on the line that is personal to them and requires them to grow in order to see things set right.

Everything I Needed To Learn About Blocking I Learned From Theater

Blocking. To actors that word mean three hours of standing around, listening to the director say “move a little downstage, now take a small step stage left…good…now cheat out…perfect!” and you have to remember it perfectly for the duration of the show’s run. But for writers it’s completely different. I mean, we can’t tell the characters to cheat out. The page doesn’t work that way. But in many ways, we are like the director and there are a lot of stage blocking techniques that do work well on the page.

Some of you are probably asking what exactly is blocking. The simplest definition is that blocking is the placement and movement of actors and props on stage. You can’t have everyone stand in a line for the entire play. It doesn’t look good and it’s pretty boring. The actors need to fill the space and move about it in a way that is interesting, purposeful, and appropriate to the scene. It’s the director’s responsibility to pretty much choreograph all of this (in addition to everything else they’re responsible for).

Whether there’s three characters in the scene or ten, everyone needs to be visible. It’s impossible for an actor to effectively deliver a line if multiple people are blocking them from view. How else are the audience going to know who is speaking?

How does that work for fiction when the reader can’t physically see the characters? Well, they can see them through the viewpoint character. When crafting a scene it’s our duty to be the director, to make sure that every character in that scene is visible to the POV character. If the POV character can’t see them then we can’t show the reader the supporting character’s expressions, movements, and gestures that can add necessary depth to the scene. The one benefit that writers have that theater directors don’t is that the audience can move with the viewpoint character and we don’t have to wait for scenery changes. If there’s something that needs to start in one room and finish in another, that’s easily done in a few sentences.

So if we have more flexibility than the stage, how can their tricks help us? Again, it’s all about visuals. Whether we’re aware of it or not, certain arrangements are more pleasing to the eye than others. The boring straight line I mentioned earlier? Unless you have a witness looking at a line up, I can’t think of another instance where it works. Why? Because it’s subconsciously awkward and/or dull. For a lot of people it brings back memories of waiting to be picked for a team, and for those that it doesn’t it has the feeling of waiting in line at the DMV. Heck, even in a line up scene it feels awkward but at least in that context it works. Also, lets be honest, in many situations not everyone is going to be standing in an orderly fashion. There’s going to be someone standing a little apart from the group, or someone sitting. There’s going to be some sort of variety and staggering and that’s enough to keep the body placement from putting your audience to sleep.

Another thing you can use blocking for is to facilitate and even highlight the climactic moment in a scene. This scene from Clue is a good example. (Yes, I know. It’s a film, not a play but it’s one of the best examples I know of.)

Obviously the big climactic moment in this is the falling chandelier. But how to make that happen without it looking intentional, and only endangering Col. Mustard? That’s where the blocking comes in. As soon as Wadsworth prepares to ram the door two characters get out of the way. They’re still near enough to be part of the scene and interject with a comment or two, but they also won’t impede anything — which is important given the amount of physical comedy that follows. Wadsworth’s writhing on the ground in pain, causing Yvette to trip over him and accidentally fire the gun is the clever solution to how to bring down the chandelier (without a Phantom). It also provides everyone in the line of fire something to react to — dramatically — and the physical comedy ensues. It’s funny, it builds tension, it solves minor plot problems, and sets up the release at the end that punctuates the joke, that is Col. Mustard’s line “I can’t take any more scares.” The dialogue isn’t much. It’s all pretty plain and standard for the most part. It’s pretty much the blocking that facilitates every part of the scene.

Blocking isn’t that scary. If you take the time to take a long, hard look at your scenes, can be another useful tool in your artistic arsenal. Taking the time to study its finer points and mastering how to use it will make a big difference in the efficacy of your writing.